Kindle Fire's accelerometer

Does anyone have any experience dealing with the KF’s accelerometer?

I’m updating my game Omniblaster (1.7 will be heading to the iTunes app store once the build is done.)

So my next step is to try and android this app. I’ve got it looking good on the Kindle Fire, but it plays awful.

The animations via transitions and my gameLoop are nice and smooth, but my player moves side to side using tilt and it’s really jumpy/jittery/overall bad.

Any ideas on how to improve the accelerometer’s performce on that device?

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I did some additional testing. The first pass of tilting back and forth is fine but as I continue to tilt the performance gets worse and worse after 4-5 tilts. I cranked the sensitivity up to 100 and that didn’t seem to help much.

All other actions (enemy moving, me firing) are nice and smooth.

Anyone?

EDIT: Yes, I am returning true from the event handler. [import]uid: 19626 topic_id: 24876 reply_id: 101275[/import]

Hey Rob, first off I’m not posting a fix :slight_smile: (Just in case you got excited hehe).
On the KF, I had the same issue. I was doing some testing for another Michelle Fernandez (Willy Wiener and the Tunnel of Doom) and when I tested the APK on the KF, the tilt performance was pretty bad. I mean it was a stutter stepping mess. Which is funny as I put the APK on my droidx and it worked fine, same thing on galaxy S, droid2, and a few other devices.

I never found out if it got fixed again. Hmm, I’ll go snatch the free version again on my KF and see if got worked out.

If so, then I’ll ask her what she changed and see if that fixes whatever it is your experiencing and to see if it’s related.

-ng

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I installed the Accelerometer1 test app from the SampleCode/Hardware folder and it performed like kaka too.

I filed a bug report. #13717

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Rob,

After some investigation, it turns out that the Kindle Fire does not provide sensor readings at regular intervals. It only provides measurements when its values have changed. That is why it is not that responsive. It is only providing readings when you move the device. This is a hardware limitation.

We recently modified Corona to duplicate the last recorded values if no new measurement “changes” were received from the sensor. This way your code will still get measurements at regular intervals to be consistent with most other Android devices. So, it should feel much more responsive to you now.
This change will be made available in daily build #828.

Also, your Lua listeners on Android are constrained to your app’s frame rate. So, if your app is set up for 30 FPS which means it only renders about every 33.3 milliseconds, then your code can only receive sensor readings every 33.3 milliseconds. That means setting the accelerometer frequency higher than 30 Hz won’t do you much good unless you bump up the FPS of your app to 60. So, I recommend that you set the frame rate of your app to 60 and your accelerometer frequency to 60 Hz. You should see a big difference then.

I hope this helps! [import]uid: 32256 topic_id: 24876 reply_id: 109582[/import]

As soon as 828 is released, I’ll be testing it out and see what happens :slight_smile: [import]uid: 61600 topic_id: 24876 reply_id: 109592[/import]

runs off and checks for a new build…
**DRAT**
runs off and checks for a new build…
**Double DRAT**
runs off and checks for a new build… [import]uid: 19626 topic_id: 24876 reply_id: 109593[/import]

Omniblaster has been submitted to Amazon for the Kindle Fire…

and Omniblaster’s meta data has been submitted to Barnes and Noble. Too bad I can’t submit the binary yet…
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